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MoLAoS

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Posts posted by MoLAoS

  1. 56 minutes ago, Ceres said:

    I'm curious: Will performance be better with 64bit on Windows? Only if using more RAM? How much at least?

    Performance increases are usually based on program size as far as 64bit goes. So you can work with a lot more data since you can fit it in RAM. There are small increases in other areas, probably not more than 10% speed wise. Of course there is very little difference for the CPU when running a 32bit optimized program on 64bit. The engine would need to be modified to take advantage of most of the benefits that aren't RAM related.

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  2. 8 hours ago, Stan` said:

    Do note that Linux and macOS builds are 64bits.

    Also, you need to pass --large-adress-aware when running update-workspaces.bat to be able to use up to 4GB of RAM. Else you'll be limited to 2GB. (Autobuilds have that flag)

    So I just add that to the file to do that? Don't really know anything about bat files. I added it, and after getting an error a few times added the second to address and rebuilt. No idea if it worked, though. Not sure how to check.

    Any particular reason Linux and Mac are 64bit but no Windows? Just because VC++ is weird and stupid and that makes it harder to do?

  3. 43 minutes ago, asterix said:

    It is in the works 

     

    You could look at HC (

    ) It is getting there files at https://www.moddb.com/mods/hyrule-conquest

    BTW @MoLAoS Welcome back. :)

    Two years ago @Angen did prototype rpg where you could pic up items in 3rd camera view (maybe first) built in 0ad 0.23 I believe. 

    @The Undying NephalimCan you make magic particles or are you limited to arrow stuff?

    I am actually thinking of something more Majesty style even with the RPG elements which would be 3rd person but maybe @Angenhas thoughts on items.

    The Hyrule thread at least answers some questions.

    https://sourceforge.net/projects/mandateengine/files/

    You can download the PRMandate zip at that link and run my Mandate/GAE/Glest to see what the game is like or simply watch the videos here: https://www.youtube.com/user/MatrimCuathon/videos

    Particularly the Item video.

    The game looks ugly cause the faction scavenges models from Glest mods but some of the key functionality should be apparent.

     

  4. 1 hour ago, Freagarach said:

    @MoLAoS Welcome back. :)

    You'll find quite some information on trac (http://trac.wildfiregames.com) especially in the modding guide (https://trac.wildfiregames.com/wiki/Modding_Guide). There are also quite some resources on the forums, like:

    In short: the components defined in JS can be added to an unit by fidling with the template XML.

    So if I'm understanding right the issue is more of a language problem. There is so much more going on in the JS than you'd expect such that "modding" doesn't properly encapsulate the breadth of what you can do.

     

    If I wanted to add "items" could I do that in just the JS section? You could probably just make units that only exist in garrisons and load them from "production" buildings into "units" that way. Could I just give all units "weapon" and "armor" prop points for visual effects? Or would I need to modify the mesh swapping/combining engine code?

    Additionally for structures is there a way to add structure "components" at all in JS? Could I connect "additions" or "rooms" to a base mod using an upgrade or something.

    Can I restrict structure placement based on nearby buildings or map features?

    I have a "Guild" in the Majesty:TFKS style that I want to give extra crafting and unit production options to if it is built "on" or at least "directly adjacent to a volcano.

    I can handle the changes myself as long as I have an idea of what needs engine vs JS changes.

  5. 4 minutes ago, wowgetoffyourcellphone said:

    You want to look at the component files in binaries/data/mods/public/simulation/components. 

    Okay so I see a file for health. Suppose I wanted to add something that functioned like a second health pool. I'd clone health and fiddle with the code. How do I connect that to units? And how do you make it show up on the unit data panel?

    I guess I'm just more used to C++ doing things directly. Both the modified GAE codebase I used years ago and code bases for my grand strategy game have a quite different format for the code so I'm having a bit of trouble figuring out what is going on in the JS files.

  6. So about 8 years ago I did an extensive modification of the Glest Advanced Engine to support a Majesty style fantasy kingdom builder with some major additional features. However relative to GAE, or Glest or MegaGlest, 0AD supports a highly superior unit/building model system and just looks prettier. Although neither engine has a proven 64bit version as far as I know.

    I'd like to do a fantasy Majesty like thing for 0AD but I'm not sure what parts of the source code I'd be modifying. I think maybe a lot of the unit/building code is JS stuff? After a huge hassle because Visual Studios is annoying for every little thing I got the latest SVN version to compile and run. Going through the code didn't reveal many files obviously related to what I was trying to do. Simulation2 seems promising but where else should I be looking for unit/structure code?

    For instance I want to add some relevant stuff like mana and potentially and RPGesque attribute thing. Magic shields and so forth. I'd also like to add items. One problem with Glest derivatives is aside from the outdated and obscure model code you can't swap meshes. So if a Majesty style "Hero" buys a new sword or w/e you can't display that really.

    One thing GAE did have was a particle system with lots of flashy "magic" effects, but presumably 0AD could do that but it doesn't currently happen since the factions are historical.

    Is there any good guide into what files I would want to look at and then modify for this kind of stuff?

  7. As a pretty hardcore Bernie bro who had Biden far down on their list in the primary all the drama here is ridiculous. Firstly this was initiated by Trump. Secondly it isn't like Biden could have called the generals on the phone and been like: "Yo don't leave a bunch of top tier military equipment for the enemy." The military was in charge, not him.

    Additionally handling the collapse of the Afghan army any better was impossible. They were always going to fold without our support and obviously you can't say that during the operation. Of course they said the ANA would hold on.

    The UK was welcome to take over the leading role in the country if they don't like the US pulling out. They didn't though so they need to STFU. Especially Blair.

    All the military and natsec people are piling on Biden because they want to send a message to political leaders that they'll try to tank their careers if they don't endorse forever war. Half the people in the media giving out quotes are Raytheon board members and stuff. Of course they're mad. This was their golden goose.

    We'd been losing ground to the Taliban for months, they were only holding off on Kabul because they didn't wanna stop us from leaving.

    The real problem was all the contractors and their lobbyists and the politicans who danced to their tune pretending like the Afghan government was a real government that had the trust and respect of the populace and the line troops in the army. A bunch of corrupt warlords sucking on the Pentagon teat were never going to inspire the people to fight. You couldn't even go at it Kurdish style and arm the women who had a lot more to lose since the culture of the masses doesn't support that there.

    Of all the people involved in leadership Biden was the only one who really wanted to pull out and the only one who didn't have a motivation to flub the withdrawal. We are lucky he is an old man who wanted a leagacy of peace and pulled the trigger even knowing how hard all the special interests were going to @#$% on him. Not my favorite president but at least he wasn't a coward like Obama.

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  8. can we just get a idea log going at least

    I'm still working on my game although my time is sucked up a bit by EVE Online and its likely to get worse as my plans in that game advance. I just started working today but I've been slacking the last few months. I'm not sure if you saw my post on freegamedev or not and I saw this had been posted in only 2 weeks ago so I figured I'd mention it here.

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  9. The way I understand it the cases in the video are sort of special cases. Basically even with humans drawing instead of the computer guessing what's relevant itself its really only good for particular types of objects that are relatively simple and it assumes that the texture is identical all the way around. I'm not sure if its really as revolutionary as it may seem at first glance and in fact such software appears to have been around quite a while in some form

  10. Thanks for your help spreading the word, MoLAoS. It really makes a difference.

    (Would you like a list of some more websites we would want to get some publicity on?)

    Its only good to post on forums I already have an account on, otherwise it just annoys people that someone is advertising. Which really only leaves a few places.

    What's the list and I'll see if I'm on any of them?

  11. Well I made a thread on the Ubuntu forums since Jeru was afraid of duplicate threads. Got a solid one person who said they contributed. Yay. Hopefully getting a few posts in the thread will make it pick up momentum.

    I see the fundraiser is up to a solid 14k. Hopefully it will pick up. According to my math it has to average 3.5k a day to reach the goal.

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  12. Where on the UI exactly? For random maps, you can only choose one population cap for the entire game. I just think it should be mentioned in the history or something a certain civilisation gets a +10% pop cap bonus, or a -10% pop cap penalty. But filling the UI with extra (mostly useless) numbers is not good IMO.

    There is no way to achieve subtle differences like a +10% difference. Sure, you can make all swordsmen take 2 population slots instead of one, but nobody would use swordsmen in such a case.

    There is no reason you couldn't add a per player pop cap. Unless you already clog the UI with a lot of stuff. Tooltips could help things also. Its all trade offs of course. Most games can't know this stuff unless they get a lot of player feedback and @#$%.

    As far as balancing goes, you don't have to do it to swordsman necessarily. You can change the stats and pop cap of a higher cap unit.

  13. The limit you set on the scenario is the main limit, the civilization limits are then applied to that. If it would show you e.g. 270, then it would not be accurate for a civilization that didn't have any civilization specific limit (which in this case would mean that the limit would be 300), nor for one which is set higher than the main limit (which might be 330 or something, I don't know the exact numbers).

    Why not refresh the limit based on the selected civilization?

    Also if you are using a pop cap this is a poor way to do it. Instead the value of units should be assigned to cause the correct numbers of units on each side rather than directly modifying the population cap.

  14. Keep in mind that in multiplayer games, the simulation state on every client has to be identical (for out of sync testing, we simply hash the binary state and compare them). But AIs don't only react to the current simulation state, they also store data from previous turns. This means if you don't serialize the AI state properly (I would say fully) then deserialize it, like if someone rejoins in multiplayer or you load a saved game in single player, the AI will have different internal state, which very likely means it will send different commands. That will cause the simulation state to differ and an OOS error in multiplayer. In single player games, the problem is more subtle, the AI will simply behave differently after loading a saved game. Or you may get errors when certain code paths are hit requiring data that wasn't de/serialized.

    I actually don't see it as that difficult of a problem. It would require substantial modification of the AIs and their API to fix correctly (Aegis, like qBot and JuBot before, is based on Testbot, which was only a prototype AI that didn't correctly implement serialization and had flaws in the design that make it more difficult now). But those modifications are fairly straightforward for someone familiar with the AI.

    Oh okay. I see how your networking implementation might make things difficult.

  15. The next Alpha release is not too far away, but the issue of being able to save games with an AI will take some more time. It's one of the more difficult issues to solve actually, so it's impossible to say how long time it will take. Probably more like December or early 2014 than soon. The AI should work fine in Alpha 14 if you just want to play a game though, it's just saving the game that will take longer to figure out.

    I don't understand what you guys mean by saving games with an AI? You should not have to do anything different from saving a player's game. The AI should just look at the circumstances again when the game loads and make decisions.

    What kind of stuff are you saving?

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